My patch of yesterday addresses this problem. A fix should be committed
shortly.
http://www.winehq.com/hypermail/wine-patches/2004/09/0098.html
Yes, exactly the same issue. I'll watch the wine lists and wait for a bugfix.
I can start s3 with disabling the call to NTDLL_get_server_timeout.
Now
Hello,
I have a problem with the change of struct DIDEVICEOBJECTDATA in CVS:
DIDEVICEOBJECTDATA now has size 20, but Settler 3 still calls
SysMouseAImpl_GetDeviceData with dodsize=16 and complains about the returned
error.
Stefan Dösinger
This may be a DDraw issue... A WINEDEBUG=+ddraw log enclosed in a Bugzilla
bug report would be nice.
It looks like wine draws the usual decorations around the game's
window(Desktop mode).
*The mouse always moves back to the center of the screen.
And this is a DInput. Same as for the image
So now, should we change the default system colors for WINE, from win95 to
winxp (classic)? I really think it looks a lot better with the new colors,
as the win95 colors are too dull (MS certainly must have done a lot of
research into this).
How about using the color setting from the X11
at).
I like it ;-)
Stefan Dösinger
Hello!
I'm trying to run apple iTunes 4.7.0.42 in Winehq CVS and I'm getting this
failure when I try to access the music store. Wine asks me to report this.
err:local:LOCAL_GetBlock not enough space in GDI heap 10bf for 28 bytes
err:region:CombineRgn Invalid rgn=(nil)
err:local:LOCAL_GetBlock
. Wine doesn't respond to any
event(mouse, keyboard, window move, ...). Reversing the patch solves the
problem.
Stefan Dösinger
Hello,
This patch breakes the file open/save dialog for me:
http://www.winehq.org/hypermail/wine-cvs/2004/11/0086.html
The 5 buttons(go up one folder, go to desktop, new folder, ...) appear above
the directory selektor and have a height of only a few pixels, so the icons
are not visible and
Am Dienstag, 11. Januar 2005 14:55 schrieb Ivan Leo Puoti:
About USB... Isn't it working (at minimum) with
iTunes?
AFAIK USB isn't supported.
I have the pdf converter running with wine and Palm Desktop. The palm Desktop
installer requires some playing with MSI, I don't remember exactly what
The palm Desktop
installer requires some playing with MSI, I don't remember exactly what I
did. Note that you can't run the Palm Desktop application, but you can
run hotsync.exe which is enought to get PDF files onto the palm.
hotsync.exe: I guess you mean running the HotSync icon on the
Am Montag, 9. März 2009 14:36:57 schrieb Henri Verbeet:
- int VBO; /* Vertex buffer object this data is in */
+ unsigned int VBO; /* Vertex buffer object this data is in */
Wouldn't the really correct type be GLuint?
It's really going to need a DIB engine and all sorts of
other magic. I expect given the speed of the RDP protocol, even
without the DIB engine, its still going to be faster than running the
standard X11-VNC-RDP bridge just due to the removal of many layers
of redirection.
How is it going to
Am Mittwoch, 11. März 2009 11:03:59 schrieb Paul Vriens:
Hi Stefan,
As you wrote most of the tests:
I'm looking into some of the ddraw:visual failures (windows 2000 and I
guess only VMware).
Several tests draw quads but only if _BeginScene succeeded. Is it useful at
all to check the
Am Mittwoch, 11. März 2009 12:07:27 schrieb Paul Vriens:
+ ok(hr == D3D_OK ||
+ broken(hr == D3DERR_SCENE_IN_SCENE), /* W2K */
+ IDirect3DDevice7_BeginScene failed with %08x\n, hr);
I don't like that one. I think I wrote those tests on Win2K partially, so I'd
blame it on Vmware.
Am Donnerstag, 12. März 2009 09:57:18 schrieb Henri Verbeet:
I think these patches are a really good idea(4 and 5 specifically)!
Once all the getFormatDescEntry() calls are gone from the rendering loop
functions we can take out the search hack for the RGB formats in
getFormatDescEntry()
It is next to impossible to tell what is going wrong here. I'm afraid someone
will have to dig into the GL calls and try to reproduce the crash in a
stand-alone app and report it to Nvidia. That can be a quite nasty task. You
might be able to get your app running by disabling d3d9.dll(d3d9= in
Am Samstag, 14. März 2009 00:35:25 schrieb Rick Jones:
Sometimes the simplest things can be the least obvious. I've just tried
disabling d3d9 in Configure Wine and it works! I just hadn't thought of
doing that - I guess I assumed that because it was calling d3d9 it needed
it.
I guess Java
The if check isn't that correct either.
If MAX_COMBINED_SAMPLERS = 8 + 3 everything's fine too. d3d9 only supports 8
fixed function frag samplers and 3 vertex samplers at max, so even if we
can't use all GL samplers together, we're still fine if we have 11 samplers
available for the purpose of
Am Montag, 16. März 2009 17:46:17 schrieb André Hentschel:
Many people report they are missing AA, but its already implemented.
This Patch changes the wine.inf to enable it as default.
I don't know how that would be done, but wouldn't it be better to read this on
startup from the KDE/Gnome
Am Mittwoch, 25. März 2009 14:52:15 schrieb Tobias Jakobi:
A few comments on all the patches. I am a bit busy at university right now, so
I didn't have a chance to answer earlier:
From patch 4/4:
+if (!use_ps(stateblock)) {
+TRACE(Non power two matrix multiply fixup\n);
+
Am Donnerstag, 26. März 2009 10:49:13 schrieb Henri Verbeet:
I think position2 and normal2 are used with fixed function tweening. Should we
remove it for now and readd it if we ever implement tweening in a vertex
pipeline replacement?
Am Donnerstag, 26. März 2009 10:49:17 schrieb Henri Verbeet:
Doesn't that mix up named and numbered attributes?
Am Samstag, 28. März 2009 14:39:15 schrieb David Adam:
+ hrc = IWineD3DDeviceImpl_CreateSurface(iface,
...
+ This-parent);
It's not that easy unfortunately.
You're using the d3d9 (or d3d8) device as parent for the depth stencil, which
isn't correct. This would mean
The patchset looks ok to me
Am Samstag, 28. März 2009 14:58:28 schrieb Stefan Dösinger:
Am Samstag, 28. März 2009 14:39:15 schrieb David Adam:
+ hrc = IWineD3DDeviceImpl_CreateSurface(iface,
...
+ This-parent);
You'll have to use a callback function similarly to the CreateDevice
callback
Am Sonntag, 29. März 2009 06:39:38 schrieb Paul TBBle Hampson:
As before, the code is entirely Stefans, but bugs may certainly have
been introduced by me. Since it now passes the unit tests, it might be
reasonable to actually consider this for mainline, with a registry key
or env var to force
Am Donnerstag, 2. April 2009 13:07:18 schrieb Fred .:
Yeah, I know.
It is on the way though. It will be released.
So I would like to be able to choose Windows 7.
Feel free to send a patch ;-)
Am Sonntag, 5. April 2009 11:32:38 schrieb paulo lesgaz:
Hello,
looking at the web page:
http://www.nabble.com/d3d:-Bug-in-handling-of-depth-stencil-surfaces,-and-p
otential-patch-td19907752.html
I read that there are problems with the ref count in d3d wine
implementation.
Does there
After a discussion on #winehackers I want to add something for the archives:
This is a situation that cannot be solved in d3d9 alone, a fix has to involve
wined3d. This is because there is a hidden reference kept on every object
that is referenced in any stateblock, even the non-primary ones.
Am Sonntag, 5. April 2009 23:59:01 schrieb Henri Verbeet:
I don't know what was discussed on IRC, but essentially we need to
keep track of which resources (in a broad way, not just objects
derived from IWineD3DResource) are in use by a stateblock in wined3d,
and delay destroying the d3d9
Am Montag, 6. April 2009 00:30:31 schrieb Henri Verbeet:
2009/4/4 Stefan Dösinger ste...@codeweavers.com:
+pDesc-Usage = pDesc-Usage;
+pDesc-Pool = pDesc-Pool;
+pDesc-Size = pDesc-Size;
This is just silly.
Hmm Smells like copypaste
I still don't like the idea of offering those settings, the energy should
rather go into fixing the reasons why the registry keys exist, but here are a
few comments:
* The video memory is normally autodetected. You should have something like a
checkbox that says override video memory, or
Am Montag, 6. April 2009 15:41:51 schrieb Alexandre Julliard:
Vincent Povirk madewokherd+8...@gmail.com writes:
On Mon, Apr 6, 2009 at 5:23 AM, Alexandre Julliard julli...@winehq.org
wrote:
Support for Unix paths is a useful feature, you can't just remove it.
How can the bug be fixed
Am Mittwoch, 8. April 2009 16:16:06 schrieb John Whitlock:
For my curiosity, why can't we use /proc for card detection?
Because it isn't portable. Wine runs not only on Linux, but also on Solaris,
Mac OS X, *BSD, ...
Am Mittwoch, 8. April 2009 17:12:01 schrieb Vincent Povirk:
This should fix bug 15789.
And he tells me that he's too busy to send the change in, and I should do
it if I want it to happen soon.
Well, the main reason is that I don't have the games in question to test the
patch myself.
The same
Am Donnerstag, 9. April 2009 09:34:22 schrieb Henri Verbeet:
2009/4/9 Stefan Dösinger ste...@codeweavers.com:
@@ -197,7 +197,6 @@ static HRESULT WINAPI
IDirect3DVertexBuffer9Impl_GetDesc(LPDIRECT3DVERTEXBUFFER9 pDesc-Usage =
desc.Usage;
pDesc-Pool = desc.Pool;
pDesc
Am Donnerstag, 9. April 2009 01:47:33 schrieb Tobias Jakobi:
Fixed patch according to stefand's suggestions.
Please disregard the old one and use this patch instead.
Looks ok to me I guess
Am Freitag, 10. April 2009 11:52:31 schrieb Henri Verbeet:
2009/4/9 Stefan Dösinger ste...@codeweavers.com:
if(pshader) {
-max_constantsF = GL_LIMITS(pshader_constantsF) -
(MAX_CONST_B / 4) - MAX_CONST_I - 2; -max_constantsF =
min
I accidentally deleted the mail in my inbox, so that reply is without a proper
in-reply-to tag. Here's the archive for reference:
http://www.winehq.org/pipermail/wine-devel/2009-April/074718.html
- I don't like how much information specific to constant fixups the
table contains.
There is a
Am Mittwoch, 15. April 2009 09:36:46 schrieb Henri Verbeet:
2009/4/15 Stefan Dösinger ste...@codeweavers.com:
+void record_const_read(DWORD reg, unsigned int *array, int *num) {
+int r;
+BOOL inc = TRUE;
+for(r = 0; r *num; r++) {
+if(array[r] == reg
Am Freitag, 17. April 2009 03:10:26 schrieb Brad Martin:
---
include/wine/wined3d.idl |2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/include/wine/wined3d.idl b/include/wine/wined3d.idl
index b8691a7..6f86688 100644
--- a/include/wine/wined3d.idl
+++
Am Sonntag, 19. April 2009 10:41:34 schrieb Paul TBBle Hampson:
(Resend, the first email never arrived. I didn't realise one of my
patches was 33k _)
I've thrown together a rather-rough-but-working-in-a-limited-sense
implementation of XInput2-based DirectInput.
It's got a fair few problems,
Am Dienstag, 21. April 2009 23:37:51 schrieb Tobias Jakobi:
+ unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real
constant */
I don't remember how you plan to use the ps_np2fixup_t structure in the ARB
backend, but an unsigned char might turn out to be too limited if you end
Am Mittwoch, 22. April 2009 17:37:55 schrieb Tobias Jakobi:
However the FX only supports these 256 constants and every other NV card
above the FX doesn't need the fixup since ARB_texture_non_power_of_two
is supported in hardware.
This was my thought when limiting the index array to uchars. I
Am Mittwoch, 22. April 2009 18:39:40 schrieb Henri Verbeet:
For ARB mode this is essential since something like the prog_link struct
from GLSL doesn't exist there.
It's not terribly hard to introduce something like that. That could
mean adding a handle table to the ARB backend, or
Am Donnerstag, 23. April 2009 15:44:44 schrieb Alexandre Julliard:
Stefan Dösinger ste...@codeweavers.com writes:
Am Mittwoch, 22. April 2009 21:03:41 schrieb Stefan Dösinger:
Use this patch instead. Henri spotted some missing parentheses in the
code
It doesn't work here:
Can you send me
This patch looks ok. I have the same patch in my send queue, but it seems
Francois was quicker with sending it
Am Donnerstag, 23. April 2009 16:33:10 schrieb Stefan Dösinger:
Am Donnerstag, 23. April 2009 15:44:44 schrieb Alexandre Julliard:
Stefan Dösinger ste...@codeweavers.com writes:
Am Mittwoch, 22. April 2009 21:03:41 schrieb Stefan Dösinger:
Use this patch instead. Henri spotted some
Am Freitag, 24. April 2009 09:21:23 schrieb Henri Verbeet:
Did you test this? What if the shader starts with a comment?
Am Donnerstag, 23. April 2009 14:54:54 schrieb Tobias Jakobi:
NAK
Suggestions? Explanations?
Like explained putting this into prog_link won't work. It doesn't make
sense in the first place.
Using a separate struct for GLSL and ARB isn't also making sense, since
the data stored in the
I think Henri is generally against adding something to the
ps_compiled_shader structure - but I might be wrong there.
However I don't know how to implement the code without introducing new
data to ps_compiled_shader.
No, he doesn't like having this info visible outside the backend. You can
Am Freitag, 24. April 2009 22:48:51 schrieb Henri Verbeet:
Not my preferred fix, but I suppose it works.
@@ -359,6 +359,7 @@ static HRESULT WINAPI
IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface
if(pCaps-VertexShaderVersion D3DVS_VERSION(1,1)){
Am Dienstag, 28. April 2009 17:25:28 schrieb Henri Verbeet:
2009/4/28 Stefan Dösinger ste...@codeweavers.com:
+/* What good are texrect grad functions? I don't
know, but GL_EXT_gpu_shader4 defines them. +* There
is no GL_ARB_shader_texture_lod spec
Am Dienstag, 28. April 2009 17:24:55 schrieb Henri Verbeet:
2009/4/28 Stefan Dösinger ste...@codeweavers.com:
I think this is getting pretty rediculous. I think we should either
just always print the infolog, or give the infolog its own debug
channel and make this a WARN.
I disagree. Having
Am Dienstag, 28. April 2009 20:20:11 schrieb Henri Verbeet:
2009/4/28 Stefan Dösinger ste...@codeweavers.com:
Google magic. There's a blog entry on the OpenGL page describing the aim
of the extension, and there are other pages hinting that the functions
work the same way as those
Am Dienstag, 28. April 2009 20:09:32 schrieb Henri Verbeet:
Having useful warnings is useful, of course. However, it's really up
to the driver to provide useful infolog messages. I'm sure you
remember I had doubts about filtering the infolog when this was first
added, and this patch just takes
Am Sonntag, 3. Mai 2009 13:42:24 schrieb Paul TBBle Hampson:
The point made as I recall it in the earlier thread is that this is a
false sense of security, and that apps can already get outside the drive
mappings for filesystem access.
I don't know how, but that was the point that was made.
Am Mittwoch, 6. Mai 2009 10:10:07 schrieb Henri Verbeet:
2009/5/5 Stefan Dösinger ste...@codeweavers.com:
+ * quirk only enables point sprites on the first texture unit. This
keeps point sprites working in + * most games, but avoids the crash
...and on the other ones it will create hard
Am Mittwoch, 6. Mai 2009 16:33:01 schrieb Roderick Colenbrander:
Actually ATI/AMD is quite interested in Wine. I have been in contact
with them for joining their developer program and helping them fix
issues. I didn't have time to fill out all the info yet. I could get
them look at it then.
Am Donnerstag, 7. Mai 2009 16:39:19 schrieb Henri Verbeet:
I don't see an issue with the code in this patch, but did you find out
anything new regarding the geforce 8 immval handling in the Nvidia driver?
Remember the issue where my more-uniforms patch blew the constant limit
because the
executebuffer.c:230: warning: comparison between 'D3DRENDERSTATETYPE' and
'enum _D3DTRANSFORMSTATETYPE' executebuffer.c:232: warning: comparison
between 'D3DRENDERSTATETYPE' and 'enum _D3DTRANSFORMSTATETYPE'
executebuffer.c:234: warning: comparison between 'D3DRENDERSTATETYPE' and
'enum
Am Montag, 11. Mai 2009 02:51:29 schrieb Robert Key:
Changelog:
* This adds a quirk to change the default max varying value from
68 to 48 on ATI dx10 cards that use fglrx because a declaration
of 17 varying vec4s causes shaders not to render and using
48 (12 varyings vec4s) works for
Am Dienstag, 12. Mai 2009 07:36:01 schrieb Robert Key:
I fiddled around with the test and I was able to use varying vec4
var_in[13] as a max in one array. 14 - 16 resulted in a segmentation
fault and 17 resulted in glLinK failure error.
I was able to create a second array of varying vec4
Am Dienstag, 12. Mai 2009 21:17:10 schrieb Henri Verbeet:
I'm probably missing something obvious, but with pre-1.4 texcoord
registers being read-write, what happens when you write to the
register before using it to sample a texture?
Nothing special. However, you can't use it to sample
Am Freitag, 15. Mai 2009 13:52:23 schrieb Luke Benstead:
Reference counts are wrong in Wine which causes some games to fail.
I'm working patches to make these tests pass so we can remove the
todo_wine's.
Luke.
The patch adds trailing whitespeaces in a few lines. Please remove them.
Am Sonntag, 17. Mai 2009 13:16:01 schrieb Roderick Colenbrander:
Intel needs to fix their drivers.
Note that the intel drivers are open source, so you(The thread starter) can
speed up this process by testing games, isolating the problems and filing bug
reports in the Mesa or DRI bugzilla. I am
Am Montag, 18. Mai 2009 17:44:17 schrieb Tony Wasserka:
+HRESULT LoadFileIntoMemoryA(LPCSTR filename, LPVOID *buffer, DWORD *length)
Do you need this function? Woudn't it be better to wrap A-W at the API level
and have all internal functions W only?
+handle = CreateFileW(filename,
Hi,
Is my setup broken, or does the gecko installation fail? In a new wine prefix,
when I open builtin iexplore, I get the installation dialog. The download
runs successfully, but after installation iexplore still says that HTML
rendering is currently disabled. When I run iexplore again, I
You may find this helpful:
http://code.google.com/p/nvidia-texture-tools/
Wrt the legalese check the last question here:
http://code.google.com/p/nvidia-texture-tools/wiki/FAQ
Using a proven library for s3tc handling is a good idea even without the legal
troubles. s3tc decompression isn't
Am Freitag, 22. Mai 2009 19:15:22 schrieb Roderick Colenbrander:
So what they are saying is that Nvidia has a license on the s3tc
patent for use in those tools but if we would rip their code out we
wouldn't be covered unless (but that is gray area) we put all their
image code in wine (which
Am Sonntag, 24. Mai 2009 21:11:27 schrieb Mike Kaplinskiy:
I believe mesa looks for libtxc_dxtn @
http://homepage.hispeed.ch/~rscheidegger/dri_experimental/s3tc_index.html
and then enables full s3tc support. The library itself is tiny and in
(ugly) C, so that is already good news. But as
Am Montag, 25. Mai 2009 00:49:55 schrieb Michael G Hughes:
I have managed to get Wine compiling on a PowerMac G4, MacOSX 10.3.9, a
while back...
What I know so far... It does not work... Who'd a thunk it?
Just trying to run winecfg gives me:
fixme:seh:RTLCaptureContext not implimented on
Am Montag, 25. Mai 2009 15:47:30 schrieb Henri Verbeet:
2009/5/25 Remco remc...@gmail.com:
Oh great, now there is poison on slashdot:
http://tech.slashdot.org/article.pl?sid=09/05/24/2044239
Let's not fork, shall we?
Out of pure curiosity, does anyone know if this Elektroschock guy
Am Montag, 25. Mai 2009 12:18:55 schrieb joerg-cyril.hoe...@t-systems.com:
Before I submit a patch to have wine recognize either space or - as
separator, I'd like to query the list whether it actually makes sense
to return major = 1, minor = 5, i.e. Apple numbers to a MS-Windows program?
No, it
Am Montag, 25. Mai 2009 21:52:53 schrieb Gert van den Berg:
On Mon, May 25, 2009 at 13:44, Stefan Dösinger stefandoesin...@gmx.at
wrote:
The main trouble is that Windows apps are x86, so in order to run
anything but builtin notepad you'll need a CPU emulator. In that case,
just compile
Am Montag, 25. Mai 2009 20:33:28 schrieb mghug...@embarqmail.com:
No No No People... Please read the messages before replying.
I did, but they were not clear to me. To be honest, I am still not sure what
you want to achieve.
For the record... I am not looking to run another full out
Am Dienstag, 26. Mai 2009 18:13:49 schrieb Pavel Prochazka:
Is there any reason why we'd want 32 backbuffer swapchains? The currentl limit
comes from d3d9(no more than 3 backbuffers allowed). We can certainly change
it, but I doubt that any Windows driver supports that in ddraw. If there is
no
Am Mittwoch, 27. Mai 2009 14:40:20 schrieb Pavel Prochazka:
IWineGDISwapChainImpl_Present repaired when there is only one backbuffer
Hmm. Situations where flip is called on a single-buffered surface should be
cought in ddraw I think. If I remember correctly, calling flip on a single
buffered
Am Donnerstag, 28. Mai 2009 13:01:23 schrieb Pavel Prochazka:
Don't send patches on top of unapplied patches - just always send the a patch
against the current wine git code.
Besides that, Henri and I pointed out a few other problems in the first
version of the patch. Things won't get better
Am 30.05.2009 um 07:24 schrieb Dmitry Timoshkov:
Rico Schüller kgbric...@web.de wrote:
-/* version info? */
-skip_dword_unknown(ptr, 2);
+/* Compiled target version (e.g. fx_4_0=0xfeff1001,
fx_4_1=0xfeff1011). */
+read_dword(ptr, e-version);
+TRACE(Target: %#x\n,
That's probably the same issue as http://bugs.winehq.org/show_bug.cgi?id=18794
I'm afraid the conclusion there is simply going to be that fglrx's FBO
support sucks. We could probably justify not checking depth stencil
formats, but it's perfecly reasonable to try
GL_COMPRESSED_RED_GREEN_RGTC2_EXT.
Am 06.06.2009 um 08:18 schrieb Roderick Colenbrander:
We don't use GL extensions when they aren't around. Perhaps there is a
small check which fails for FBOs. Backbuffer should work fine but a
lot more changes have been made in .23 and those are which cause the
zbuffer error.
A long time ago
Nice that you found a way to support this format :-)
Can you separate the compressed data loading changes from the ATI1N
specific changes? I will make regression testing easier if anything
should break.
Do you have an app that needs this format? I think a test would be a
good idea.
Am
Am 07.06.2009 um 10:35 schrieb Henri Verbeet:
2009/6/7 Frank Richter frank.rich...@gmail.com:
As far as I could gather DF16 is the ATI way of getting a
renderable
16 bit depth texture.
Without knowing much about the actual format, DF16 implies this should
be a floating point format,
Am 07.06.2009 um 23:34 schrieb Henri Verbeet:
Ok, I guess the format could just be named badly, although Chris makes
a good point about precision, even if the values are normalized.
There's D3DFMT_D24FS8 in the standard d3d formats, so I guess if they
just wanted to make it a float format
Am 10.06.2009 um 11:06 schrieb Rico Schüller:
+/* See comment in dlls/d3d9/tests/visual.c for general guidelines */
I guess this was copied from dlls/ddraw/tests/visual.c, but doesn't
make sense for tests that don't read back rendering results. Otherwise
the patches look ok to me.
Am 10.06.2009 um 15:20 schrieb Allan Tong:
+if(vshader)
+{
+struct shader_arb_ctx_priv *priv = ins-ctx-backend_data;
+struct list *e = list_head(priv-control_frames);
+struct control_frame *control_frame = LIST_ENTRY(e, struct
control_frame, entry);
+
+
Maybe I'm missing something here, but I would have thought that
shader_arb_generate_vshader should have something along the lines of:
Hmm, indeed, that ended up in my texldl patch. It should not matter
too much because we don't advertise SM 3.0 yet. I might send the
texldl patch today.
I
Am Sonntag, 14. Juni 2009 14:26:53 schrieb Marcus Meissner:
Hi,
gcc 4.5trunk warned that we do not handle case 7 (D3DRTYPE_INDEXBUFFER),
so add it here too.
There's a reason why this doesn't exist - WineD3D has index and vertex buffers
merged, so there is no such thing as a specialized index
Here:
/home/marcus/projects/wine/dlls/d3d9/device.c: In
Funktion »reset_enum_callback«:
Does the attached patch fix the issue?
diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c
index 9d02539..578d783 100644
--- a/dlls/d3d9/device.c
+++ b/dlls/d3d9/device.c
@@ -424,7 +424,8 @@ static BOOL
Am Sonntag, 14. Juni 2009 17:40:39 schrieb Henri Verbeet:
2009/6/14 Stefan Dösinger ste...@codeweavers.com:
Here:
/home/marcus/projects/wine/dlls/d3d9/device.c: In
Funktion »reset_enum_callback«:
Does the attached patch fix the issue?
I have a patch touching that code, could you wait
Am Sonntag, 14. Juni 2009 18:34:13 schrieb Tobias Jakobi:
Why not use an enum instead of the defines?
Because as far as I can see the other places that deal with flags use defines
to define them, not an enum type. Specifically, I looked at the
WINED3D_GLSL_SAMPLE_* flags, which have the
Am Sonntag, 14. Juni 2009 23:11:42 schrieb Erich Hoover:
So, a patch similar to the one Mike pointed out* but able to report
different drivers for different OSes would prove acceptable (possibly
w/ a second patch for overrides)? The email was some time ago, but I
thought someone was pretty
Am Montag, 15. Juni 2009 09:16:07 schrieb Henri Verbeet:
2009/6/14 Stefan Dösinger ste...@codeweavers.com:
+static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum
internal, GLsizei width, GLsizei height, GLenum format, GLenum type, +
DWORD
Am Montag, 15. Juni 2009 16:19:22 schrieb Henri Verbeet:
2009/6/15 Stefan Dösinger ste...@codeweavers.com:
In the current code, we don't do that, because only via ddraw.dll the use
of client storage can change, and only d3d9 can use sRGB textures.
No, SFLAG_CLIENT only depends
Am Montag, 15. Juni 2009 20:23:05 schrieb Tobias Jakobi:
+ * This structure is shared between the GLSL and the ARB backend.*/
+typedef struct ps_np2fixup_info_s {
+WORDidx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real
constant */
+WORDactive; /* bitfield
Am Montag, 15. Juni 2009 22:20:33 schrieb Henri Verbeet:
Sure, but unless you split up SFLAG_CONVERTED first, that flag is also
the same for RGB and sRGB.
You've got a point here, I'll put the patch into my hack collection for now
until I find something better. Probably we should put the per GL
Am Dienstag, 16. Juni 2009 10:34:52 schrieb Tobias Jakobi:
Hi Henri,
I do this for patch 3/4, otherwise the code gets kinda ugly.
Like Stefan stated on the FDO bugtracker: which can be
disabled fairly effectively at runtime if not needed (referring to the
np2fixup code)
Actually that
Am Dienstag, 16. Juni 2009 12:38:23 schrieb Tobias Jakobi:
Erm, I think I have to make myself even more clear here. Moving the code
inside a seperate loop is actually REDUCING the amount of branching.
Yes - I've expressed myself badly, so you both understood it the wrong way.
What I wanted to
Am Dienstag, 16. Juni 2009 13:41:26 schrieb Jerome Leclanche:
One of the problems is, every time one of these issues is brought up,
we hear people complaining But Pulseaudio should be a drop-in
replacement! We shouldn't have to change our code.
There is a major (and irritating) circle of
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